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[Combat] Manoeuvres
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<blockquote data-quote="Li Shenron" data-source="post: 5961125" data-attributes="member: 1465"><p>Can't xp you again yet, but these are pretty good ideas!</p><p></p><p></p><p></p><p>This is a very good approach, simplicity is paramount... the different mechanics for half of the manouvers in 3ed IMHO lead most players to simply ignore those combat options.</p><p></p><p></p><p></p><p>At first I thought "what? no benefits from charging?", but actually the benefit is that you get to move AND attack with the same action, while you still have your normal move for your round, so charging means you can cover twice your normal speed + attack in the same round. This is good enough IMHO, it actually makes sense that you would charge exactly first and foremost to close up quickly, and you'd do that only if the distance is clear from obstacles (charging requires straight movement) and enemies.</p><p></p><p></p><p></p><p>These also are fine as-is for me.</p><p></p><p></p><p></p><p>I would not allow to sunder armor. Armor is made exactly to absorb blows, so targeting armor should do nothing IMHO, unless you're trying to hit the armor's weak points, but that sounds so hard to do and require specialist knowledge that (again IMHO) should not be allowed in general.</p><p></p><p>I'm not sure if reducing the damage dice is a good mechanic but it's certainly interesting... it makes sundering a gradual effect.</p><p></p><p></p><p></p><p>I think using a variable number here is more difficult than worth, and also it has the unreasonable effect that you may be able to move a farther distance when pushing than when moving!</p><p></p><p>How about just making it so that if you win the Str check, you force the opponent to move with you? (but also speed should be at least halved here)</p><p></p><p></p><p></p><p>Not really sure... I am afraid of using the advantage mechanic because I think it's already used too often.</p><p></p><p></p><p></p><p>This is good. The only bit I'm not sure is allowing Dex for grabbing (but it's OK for breaking free).</p><p></p><p></p><p></p><p>I think the current Dodge is better because it's simpler and it better allows a mean to retreat from combat.</p><p></p><p></p><p></p><p>Parrying is probably too much of a complicated concept to be in the core rules IMHO.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5961125, member: 1465"] Can't xp you again yet, but these are pretty good ideas! This is a very good approach, simplicity is paramount... the different mechanics for half of the manouvers in 3ed IMHO lead most players to simply ignore those combat options. At first I thought "what? no benefits from charging?", but actually the benefit is that you get to move AND attack with the same action, while you still have your normal move for your round, so charging means you can cover twice your normal speed + attack in the same round. This is good enough IMHO, it actually makes sense that you would charge exactly first and foremost to close up quickly, and you'd do that only if the distance is clear from obstacles (charging requires straight movement) and enemies. These also are fine as-is for me. I would not allow to sunder armor. Armor is made exactly to absorb blows, so targeting armor should do nothing IMHO, unless you're trying to hit the armor's weak points, but that sounds so hard to do and require specialist knowledge that (again IMHO) should not be allowed in general. I'm not sure if reducing the damage dice is a good mechanic but it's certainly interesting... it makes sundering a gradual effect. I think using a variable number here is more difficult than worth, and also it has the unreasonable effect that you may be able to move a farther distance when pushing than when moving! How about just making it so that if you win the Str check, you force the opponent to move with you? (but also speed should be at least halved here) Not really sure... I am afraid of using the advantage mechanic because I think it's already used too often. This is good. The only bit I'm not sure is allowing Dex for grabbing (but it's OK for breaking free). I think the current Dodge is better because it's simpler and it better allows a mean to retreat from combat. Parrying is probably too much of a complicated concept to be in the core rules IMHO. [/QUOTE]
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